INTRODUCTION - Imperial Assault

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This Rules Reference Guide does not teach players how to play the game. Players should first read the Learn to Play booklet, then use this Rules Reference Guide as needed when playing the game.

INTRODUCTION

"I only hope that when the data is analyzed, a weakness can be found." ? Leia Organa, A New Hope

This guide is the definitive source for all Imperial Assault rules. Unlike the Learn to Play booklet, this guide addresses complex and unusual gameplay situations.

Most rules in this guide apply whether playing a campaign or a skirmish. Any rules that apply to only one or the other are labeled with "during a campaign" or "during a skirmish."

The rules in this guide can be read by any player at any point before, after, or during a game.

GOLDEN RULES

If a rule in this guide contradicts a rule in the Learn to Play booklet or Skirmish Guide, the rule in this reference guide takes priority.

Card abilities can override the rules listed in this guide. Mission rules can override both card abilities and rules from this guide.

If a card or mission uses the word cannot, that effect is absolute and cannot be overridden by other effects.

CARD INTERPRETATIONS

Many cards use the word "you" to refer to a figure instead of the player. For example, if a Deployment card reads "While attacking, you may reroll 1 or more attack dice" any figure belonging to that card's group may reroll one die while it is attacking.

TIMING

Numerous game effects have the possibility of triggering at the same time. If this occurs, use the following to determine the order in which these effects are resolved:

In a campaign, resolve mission rules first, followed by effects triggered by the Imperial player, then effects triggered by Rebel players.

In a skirmish, resolve mission rules first, followed by effects triggered by the player with initiative, then effects triggered by his opponent.

During an attack, in both a campaign and a skirmish, resolve mission rules first, followed by effects triggered by the attacker, then effects triggered by the defender.

For additional information on timing conflicts, see "Conflicts" on page 9.

GLOSSARY

This section of the Rules Reference Guide lists every core rule for Imperial Assault in alphabetical order. This allows players to quickly find answers to questions during gameplay by looking up the entry in question.

Each entry lists the basic rule first, followed by a list of exceptions and additional details. Lastly, each entry lists some related topics that may hold additional information that is relevant to the topic.

ABILITIES

All text on cards and hero sheets are referred to as abilities. Abilities provide special effects that can be performed above and beyond the standard rules of the game.

Abilities can have one or more requirements. If the requirements cannot be met, the ability cannot be performed.

? If an ability is "used," it can be triggered multiple times each round, but it can only be triggered once per timing instance. For example, an ability that says, "Use while attacking to apply +1H to the attack results," can only be triggered once during each attack.

? Some abilities have costs which must be paid in order to resolve the ability. Here is a list of the different types of ability costs:

--A: These abilities are performed as an action.

--B: A surge (B) result must be spent during an attack to use this ability.

--C: These abilities appear in the campaign. The hero must suffer the listed amount of C (strain) without exceeding his endurance in order to use this ability.

--D: These abilities appear in the campaign. The Imperial player must spend the listed amount of D (threat) to use this ability.

-- Exhaust: The player must exhaust the card to use this ability.

-- Deplete: The player must deplete the card to use this ability.

? A figure can perform each special action ability (listed on his cards by A) only once per activation.

? An ability that can be used "during your activation" can be used before or after performing an action during an activation. It cannot be used while resolving an action.

? An ability that causes one or more figures to suffer damage (such as Darth Vader's "Force Choke") is not considered to be an attack and does not count toward a figure's attack limitations.

Related Topics: Attacks, Deplete, Exhaust, Endurance, Strain, Threat

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ACCURACY

Ranged attacks (O) need enough Accuracy to not miss the target figure. The amount of Accuracy needed is equal to the number of spaces the attacker is away from the target (see "Counting Spaces" on page 9).

? The attacker's total Accuracy is determined by adding all numbers rolled on dice, and applying any Accuracy modifiers provided by abilities.

? While attacking an adjacent figure with a ranged attack, the attacker needs at least 1 Accuracy.

Related Topics: Attacks, Counting Spaces, Line of Sight, Miss

ACTIONS

During a figure's activation, it may perform two actions. The available actions are Attack, Move, Interact, Rest, and Special.

? The figure is not required to perform both actions.

? Each action must be resolved completely before the figure performs its next action.

? Special actions are denoted on components by the A icon. A figure can choose to spend one of its actions to resolve a special action from one of its cards. If an ability has two A icons, it costs the figure two of its actions to resolve this ability.

-- When a special action contains multiple attacks, or a move and an attack, it still only requires the listed number of actions to perform.

? Movement points can be spent before or after performing an action. If movement points are gained as part of a special action, they must be spent immediately during that action.

? A figure can perform the same action multiple times during the same activation except as follows:

-- A non-hero figure can use only one of its actions to perform an attack per activation.

-- A figure can perform each special action only once per activation.

? Numerous game effects allow figures to attack, rest, interact, or perform a move without performing an action.

Related Topics: Activation, Attacks, Movement, Interact, Rest

ACTIVATION

During each Activation Phase, each figure receives one activation. During a figure's activation, it performs up to two actions.

? Players alternate resolving activations. After a player finishes resolving an activation, one of his opponents then resolves an activation.

? While activating a group of two or more figures, the player resolves two actions for each figure in that group before his opponent resolves an activation. He must resolve both actions for one figure before activating the next figure.

? During a campaign:

-- A Rebel player performs the first activation.

-- When it is their opportunity to resolve an activation, the Rebel players choose which Rebel figure will activate.

-- A hero can suffer 1C (strain) during his activation to gain 1 movement point. He may do this up to twice per activation.

-- If a hero has two activation tokens, he cannot resolve his second activation until after each hero has resolved its first activation.

-- A hero readies all of his Item and Class cards at the start of his activation.

-- In a three hero game, Rebel players choose one hero to claim a second activation token at the end of each round.

? A figure ends its activation after performing both of its actions and spending its remaining movement points. A player may choose to end his figure's activation without performing both actions or spending all of its movement points. Remaining actions and unspent movement points do not carry over to a figure's next activation.

? After resolving an activation, exhaust the figure's activation token (for heroes) or Deployment card (for all other figures).

? If all friendly groups are exhausted, that player cannot perform any more activations this round. The player's opponent(s) continue to resolve activations until all groups are exhausted.

? Abilities that trigger "during" a figure's activation are used before or after either of that figure's two actions.

Related Topics: Active Missions, Exhaust, Deployment Cards, Group

ACTIVATION PHASE

The first phase of each round is the Activation Phase. During this phase, players alternate activating groups of figures.

? While activating a group of two or more figures, the player activates all figures in the group, one at a time, in the order of his choice.

? During a campaign mission, Rebel and Imperial players alternate activating groups of figures. The Rebel players resolve the first activation each round.

? During a skirmish, players alternate activating groups of figures. The player with initiative resolves the first activation each round.

? During a skirmish, if a player has fewer ready Deployment cards than his opponent, that player may choose not to activate a group and pass play back to his opponent.

Related Topics: Activation, Actions, Group

ACTIVE MISSIONS

During a campaign, an active mission is any available story mission or side mission that the heroes can choose to resolve.

Related Topics: Missions

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ADJACENT

A space is adjacent to each other space that shares an edge or corner with the space.

? Two spaces that share only an edge that is a wall, blocking terrain, or a door are not adjacent.

? A figure is not considered to be adjacent to itself.

? Two figures that are in adjacent spaces are adjacent figures. These figures are one space away from each other. This means that a O (ranged) attack targeting an adjacent figure needs at least 1 Accuracy to not miss.

? Spaces on either side of the diagonal intersection of walls and/ or blocking terrain are not adjacent to each other (see example #16 in "Appendix I - Line of Sight Examples" on page 26).

Related Topics: Accuracy, Melee Attack, Movement, Ranged Attack

AFFILIATION

Each figure belongs to one of three affiliations: Rebel (V), Imperial (U), or Mercenary (W). All heroes are V figures, while each other figure's affiliation is shown on the upper-right corner of its Deployment card.

? During a campaign, U and W figures are friendly to one another and hostile toward the V figures. All V figures are friendly to each other and hostile toward all U and W figures.

? During a skirmish, all of a player's Deployment cards must have the same affiliation. All figures belonging to that player are friendly to each other, while all figures belonging to his opponent are hostile toward his figures.

Related Topics: Friendly Figure, Hostile Figure, Imperial Figures

AGENDA CARDS

During a campaign, the Imperial player can purchase Agenda cards. These cards have a wide range of powerful abilities and are usually discarded after use.

? The Imperial player can purchase Agenda cards by spending influence during the Imperial Upgrade Stage.

? During campaign setup, the Imperial player builds his Agenda deck by choosing six sets of Agenda cards (see "Building the Agenda Deck" on the right).

? When an Agenda card is discarded, it is returned to the game box and is not used for the remainder of the campaign.

TYPES OF AGENDA CARDS

There are four types of Agenda cards:

? Side Mission: Some Agenda cards are played as side missions. After purchasing one of these cards, place it faceup on the table; it is now an active side mission. This Agenda card is kept with the active missions between sessions. Discard the card after the mission is resolved.

? Forced Mission: Some Agenda cards force players to resolve a specific mission. After purchasing one of these cards, players

immediately resolve the listed mission and then discard the Agenda card.

? Ongoing: Some Agenda cards are placed in the Imperial player's play area after purchasing. These cards have an ongoing effect and remain in play until discarded by another effect. These Agenda cards are kept with the Imperial player's components between sessions.

? Kept Secret: If the card says "keep this card secret" the Imperial player keeps the card hidden from the Rebel players. He resolves the effect at a later point in the campaign as instructed on the card. These Agendas are kept with the Imperial player's components between sessions until resolved. All of these cards cost one influence but may cost additional influence when resolved.

BUILDING THE AGENDA DECK

During campaign setup, the Imperial player chooses six sets of Agenda cards and shuffles them together to create his Agenda deck for the campaign.

? Each Agenda set consists of three cards. The card's set is written on the upper right corner of the card.

? The Imperial player cannot choose an Agenda set if it contains a card with a listed time period range that does not include the time period of the campaign.

? An Agenda's set is only used for building the deck at the start of a campaign and has no other game effect.

? All Agenda cards not chosen during campaign setup are returned to the game box and are not used during this campaign.

Related Topics: Forced Missions, Hidden Information, Influence, Imperial Upgrade Stage, Time Period

ALLIES

During a campaign, players can gain access to special figures as mission rewards. These figures are collectively referred to as allies.

? All figures corresponding to Rebel Deployment cards are allies. All figures corresponding to unique Imperial Deployment cards (such as "Darth Vader") are villains. Villains follow all general ally rules listed in this section.

? Allies cannot be used in a mission until claimed as a reward or granted by another game effect.

? Allies follow all rules for other figures that have Deployment cards. The ally is considered to be friendly to any other figures controlled by that player and other friendly players.

? When an ally is defeated, it is removed from the map and cannot be redeployed for the remainder of the mission. The ally may be used in future missions following normal rules.

? Certain missions can feature allies who have no corresponding Deployment card. These allies activate during the round as normal. Mark the figure with a strain token when it has activated.

? In the core game, allies are represented by tokens instead of plastic figures. The art on each token matches the art on the corresponding Deployment card.

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VILLAINS

Imperial allies are referred to as villains. They follow all of the same rules as allies, in addition to the following:

? Once gained as a reward, villains (such as "Darth Vader") can be brought into any mission as an open group.

REBEL ALLIES

Once Rebel players gain an ally as a reward, they can bring that ally to any mission following these rules:

? Immediately after deploying hero figures to the map during setup, Rebel players can choose to deploy up to one ally. They place all figures corresponding to the ally's Deployment card as close to the Rebel entrance token as possible.

The Imperial player then gains threat equal to the deployment cost listed on the Ally card and may immediately resolve an optional deployment. When using an ally in a mission, give the ally's Deployment card to one Rebel player. When it is their opportunity to resolve an activation, Rebel players can choose to activate an ally, collectively controlling it. After activating an ally, exhaust its Deployment card, and then the Imperial player performs an activation. Rebel allies are often rewarded from green Side Mission cards.

? Rebel allies are not heroes. During their activation, they cannot interact with crates or rest. Rebel allies can perform only one attack each activation, and follow all other rules for non-hero figures.

? The term "Rebel figures" includes all heroes as well as Rebel allies.

? If an ally has both a regular and elite Deployment card, only the regular card can be used as an ally. If an ally is rewarded to the heroes and the heroes have already earned that ally, they can use either the elite or regular Deployment card.

? Some missions give heroes control of a specific ally for that mission. These figures follow all normal rules for allies but have special deployment rules and do not give the Imperial player additional threat or an optional deployment. These figures do not restrict heroes from choosing to deploy another ally to the mission.

Related Topics: Open Groups, Deployment, Missions, Unique

ATTACHMENT

Some Imperial Class cards list the word "Attachment" above their abilities. These cards can be attached to Deployment cards as follows:

? When the Imperial player deploys figures to the map, he may take one or more "Attachment" cards and place them on the figures' corresponding Deployment card. The abilities on the cards apply to all figures in the group.

? When the last figure in a group is defeated, return any cards attached to the Deployment card to the Imperial player's play area. He may attach these cards when deploying figures in the future, following the rules above.

? Many attachments require the group to have a specific trait, such as "Trooper." Attachments with these restrictions cannot be played on a group that does not have the trait.

Related Topics: Class Cards, Deployment, Deployment Cards

ATTACKS

Figures perform attacks to attempt to defeat hostile figures.

Each attack uses an attack type (Melee: P or Ranged: O), attack dice, and B (surge) abilities. For a hero, this information is found on his weapon Item card. For any other figure, this information is found on its Deployment card.

STEPS OF AN ATTACK

When a figure performs an attack, it resolves the following steps:

1. Declare Target: Based upon its attack type (P or O), the figure performing the attack (referred to as the attacker) declares one eligible target for the attack (referred to as the target).

-- For a melee attack (P), an eligible target is any hostile figure adjacent to the attacker. For a ranged attack (O), an eligible target is any hostile figure within line of sight of the attacker.

2. Roll Dice: The attacker rolls his attack dice at the same time as the defender rolls defense dice (listed under "Defense" on the target figure's Hero sheet or Deployment card).

3. Rerolls: If players have any effects that reroll dice, they are resolved now.

-- Each die may be rerolled only once per attack regardless of who is rerolling the die.

4. Apply Modifiers: If players have any effects that gain or remove icons or Accuracy, they are applied at this time. This includes spending F (evade) results to remove B results. Any B abilities that provide modifiers are not resolved until step 5.

5. Spend Surges: If the attacker has any B results, he may spend them to trigger special abilities.

6. Check Accuracy: If performing a ranged attack (O) the total Accuracy value must be equal to or greater than the number of spaces the target is away from the attacker. (See "Counting Spaces" on page 9). If the total Accuracy value is less than this number, the attack is a miss.

7. Calculate Damage: The total number of G (block) results is subtracted from the total number of H (damage) results, and then the target suffers all remaining H.

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SPECIAL SITUATIONS REGARDING ATTACKS

? Unlike heroes, a figure that has a Deployment card can use only one of its actions to attack per activation. This includes using special actions that involve performing one or more attacks (such as the Nexu's "Pounce" or Darth Vader's "Brutality").

-- If an ability allows a figure to perform an attack outside of its activation, this attack does not count toward the limit of one attack per activation.

? A figure cannot target an empty space with an attack.

? A figure cannot target a friendly figure with an attack. Note that friendly figures may suffer H from some abilities, such as Blast.

? Dice rolled by the attacker are referred to as the attack pool, while all dice rolled by the defender are referred to as the defense pool.

? Red, blue, yellow, and green dice are referred to as attack dice. Black and white dice are referred to as defense dice.

? The keyword abilities Blast and Cleave, and any keyword that causes a condition, all require the target of the attack to suffer one or more H to trigger.

? Any ability that is resolved "while attacking" or "while defending" can be used at any point during the attack with the following exceptions:

-- An ability that adds dice to a dice pool can only be used immediately before step 2 of the attack.

-- An ability that allows a player to reroll dice can only be used during step 3 of the attack.

-- An ability that allows a player to modify die results can only be used during step 4 of the attack.

? Some abilities allow players to perform an attack with a hostile figure. To resolve such an attack, the player resolving the ability controls the hostile figure for the duration of that attack.

-- The player resolving the ability chooses the target of the attack. All figures are considered hostile when choosing a target for this attack. The figure cannot target itself.

-- The player resolving the ability rolls the attack dice and can use any of the figure's abilities as if the figure were his own.

? An ability that does not involve an attack but causes a figure to suffer damage (such as Darth Vader's "Force Choke") is not considered to be an attack.

? During a campaign, a hero performing an attack may spend 1B to recover 1C. Limit once per attack.

? During a campaign, when a hero declares the target of his attack he must also declare one of his weapons to use for this attack.

Related Topics: Blast, Cleave, Conditions, Conflicts, Convert, Counting Spaces, Damage, Health, Item Cards, Line of Sight, Melee Attack, Miss, Surges, Ranged Attack, Target

ATTACKING OBJECTS

Mission rules can allow a figure to attack objects, such as doors or tokens.

? Mission rules specify how much Health the object has. Any H it suffers is placed on or adjacent to the object. If an object suffers H equal to or greater than its Health, it is destroyed and removed from the map. If the object is a door, it is considered to have opened.

? Many abilities that modify attacks can also affect objects that can be attacked, but some cannot. An ability that refers to a target can be used when attacking an object, but an ability that refers to a figure cannot. If the ability can modify any attack and does not specify target or figure, it can be used when attacking an object.

? Abilities that affect objects only affect objects that can be attacked.

? Conditions cannot be applied to objects, and objects cannot suffer C. Objects cannot be pushed.

? Mission rules specify if the object rolls defense dice or has any inherent G while being attacked. If it does not list a die color, it does not roll any dice.

? If a figure is in the same space as the token, the figure and token are targeted for attacks independently. Neither the figure nor the token block line of sight to the other.

? The Blast and Cleave keywords can affect objects. If a figure is in the same space as the token, the figure and token are considered adjacent for the purposes of Blast and Cleave.

? When attacking a door, using an ability that affects a door, or counting spaces to a door, the door is considered to be occupying each empty space with which it shares an edge.

? The spaces that share an edge with a door are the only spaces that are considered to be adjacent to that door. When declaring a P (melee) attack targeting a door, the attacker must be in one of those spaces. If the attacker has Reach, he must be in or adjacent to one of those spaces.

Related Topics: Blast, Cleave, Conditions, Convert, Counting Spaces, Damage, Doors, Health, Objects, Target

ATTRIBUTES

During a campaign, each hero has varying expertise in the following three attributes:

? Strength (K): Strength is a measure of a figure's physical strength and toughness. K tests are often used to overcome physical obstacles or resist a physical threat.

? Insight (J): Insight is a measure of a figure's mental fortitude and discipline. J tests are often related to the use of the Force or general perception and awareness.

? Tech (I): Tech is a measure of a figure's manual dexterity and technical ability. I tests are often related to slicing terminals and repairing objects.

6 IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE

Mission effects often test these attributes, requiring the hero to roll specific dice to determine if a positive or negative effect is resolved.

Related Topics: Attribute Tests

ATTRIBUTE TESTS

During a campaign, some effects instruct figures to perform attribute tests. This is listed by placing the attribute's icon in parentheses. For example, a mission rule may say, "A hero can interact with a terminal (I)." This means that the hero can interact with a terminal to test his I attribute.

To perform a test, the player rolls the dice listed on his Hero sheet directly below that attribute icon. If he rolls one or more B results, he passes the test. If he does not roll any B results, he fails the test.

? Each game effect that requires an attribute test specifies the outcome of passing or failing the test. If only one outcome of the test is specified, the other outcome has no effect.

? Sometimes an interact requires a figure to pass an attribute test to resolve an effect. The effect listed after the word "to" is resolved only if the figure passes the test.

? Each B rolled is a success. If an attribute test lists a number directly before the icon, multiple successes are needed in order to pass the test. If he does not roll the required number of successes, he fails the test but places one strain token near the subject of the test for each success. The next time any figure attempts this test, it discards these strain tokens and applies +1B to his test results for each token discarded.

? If an attribute test gives the option of multiple attributes, such as "(I or K)," the figure chooses one of the attributes to test. If this test also requires multiple successes, the number is written before the first icon. For example, (2 I or K) requires two successes, from any combination of I and K attribute tests.

? Only heroes roll dice for attribute tests. If an elite figure is required to perform an attribute test, it automatically receives 1 success. If a regular figure is required to perform a test, it automatically fails the test.

Related Topics: Attributes, Elite Figure, Interact

BLAST

The Blast keyword appears on some cards. If the target of this figure's attack suffers one or more H (damage), each figure and object adjacent to the target space suffers H equal to the Blast value. For example, "Blast 1H" causes each figure and object adjacent to the target to suffer 1H.

? This H affects both hostile and friendly figures adjacent to the target.

? If the target is a large figure, Blast only affects figures adjacent to the targeted space and does not affect the target figure.

? The H suffered by Blast is not prevented by G.

? If an attack inflicts a condition, such as Stun or Bleed, the condition is applied only to the target of the attack and not to figures affected by Blast.

Related Topics: Attacks, Attacking Objects, Conditions, Keywords, Large Figures, Target

BLEED

See "Conditions" on page 9.

BLOCKING TERRAIN

Blocking terrain is represented by a solid red line surrounding a space of the map. Figures cannot enter, be pushed into, count spaces through, or trace line of sight through blocking terrain.

? Sometimes blocking terrain is only on one edge of a space. Figures cannot move through or be pushed through this edge. Large figures cannot move onto, be pushed through, or be placed on a blocking edge unless they have a special ability that allows this, such as Massive or Mobile.

Related Topics: Massive, Mobile, Movement, Line of Sight, Place, Push, Terrain

CAMPAIGN

A campaign is a series of linked missions with a progressing narrative. Throughout the course of the campaign, players resolve a variety of missions and acquire Agenda, Item, and Class cards.

? Story missions are specific to their own campaigns. A story mission from one campaign cannot be played in another.

? Most side missions can be played in any campaign.

? Players record information about the campaign in the campaign log.

Related Topics: Campaign Setup, Imperial Upgrade Stage, Missions, Mission Stage, Rebel Upgrade Stage, Time Period, Winning the Game

CAMPAIGN SETUP

Before starting a new campaign, perform the following steps.

1. Choose Player Roles: Players choose one player to take on the role of the Imperial player. All other players are Rebel players. Players retain these roles for the entirety of the campaign.

2. Choose Heroes: Each Rebel player chooses one Hero sheet and places that hero's Class deck and figure in his play area. Then, each Rebel player retrieves any Item cards that do not have a cost from his Class deck and places them faceup in his play area.

-- If playing a 2-hero game, each hero claims a "Legendary" Reward card. If playing a 3-hero game, each hero claims a "Heroic" Reward card.

3. Choose Imperial Class: Then the Imperial player chooses an Imperial Class deck and places the basic card (the card without an experience cost) faceup in his play area.

4. Build Agenda Deck: The Imperial player builds his deck of Agenda cards (see "Building the Agenda Deck" on page 4).

5. Build Side Mission Deck: Rebel players build the Side Mission deck (see "Building the Side Mission Deck" on page 17).

6. Set Up Introductory Mission: Players are then ready to set up and play the Introductory mission for the campaign.

Related Topics: Agenda Cards, Class Cards, Missions, Mission Setup

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CLAIM

When a player claims a token or component, he places it in his play area. The effect of claiming a token is explained in the mission's rules.

? At the end of a mission, all claimed tokens are returned to the game box.

Related Topics: Interact, Play Area

CLASS CARDS

During a campaign, each player has a deck of Class cards.

? At the start of the campaign, the Imperial player chooses any Imperial Class deck and each Rebel player receives the Class deck corresponding to his hero.

? At the start of the campaign, each player gains any Class cards in his deck that do not have a cost (shown in the lower left corner of the card).

? Players can purchase additional Class cards by spending experience points during the Rebel or Imperial Upgrade Stages.

? Class cards that have been purchased remain faceup in a player's play area. They have ongoing effects as listed on the cards.

? Some Class card abilities have costs. If this cost cannot be paid, the text immediately following this cost cannot be resolved. Ability costs are explained under "Abilities" on page 2.

? Some Class cards have multiple abilities separated by a horizontal line. These abilities can be used independently and have separate costs and requirements in order to use them.

Related Topics: Abilities, Actions, Attachment, Exhaust, Experience Points, Item Cards, Play Area, Strain

CLEAVE

The Cleave keyword appears on some cards. If the target of this figure's attack suffers one or more H (damage), the attacker may choose a different hostile figure or object that he could target for an attack. The chosen figure or object suffers the amount of H listed. For example, "Cleave 1H" causes the chosen figure or object to suffer 1H.

? The chosen figure or object must be an eligible target. For example, for a melee attack (without Reach), the chosen figure must be adjacent to the attacker.

? The H suffered by Cleave is not prevented by G.

? If an attack inflicts a condition, such as Stun or Bleed, this condition is applied only to the target of the attack and not to figures affected by Cleave.

Related Topics: Attacks, Attacking Objects, Conditions, Keywords

COMMAND CARDS

During a skirmish, players play Command cards to resolve a wide range of powerful abilities.

? During setup, each player draws three Command cards into his hand. Command cards in a player's hand are kept secret from his opponent.

? Each player draws one Command card each Status Phase, plus one additional Command card for each terminal token he controls.

? After the effect of a Command card has resolved, it is placed faceup in the player's discard pile.

? If there are no cards remaining in a player's Command deck, he cannot draw Command cards.

? A player cannot play multiple copies of the same Command card at the same time. For example, if a card provides "+2 Accuracy," the player cannot play two copies of the card to gain +4 Accuracy for one attack.

? When playing a Command card that lists a trait, figure name, and/or affiliation icon, it is used by a single figure that matches all of these restrictions.

? Each player has his own deck of 15 Command cards. He chooses which cards to place in this deck when building his army. He must obey the following limits:

-- The total cost of cards in his deck must be 15 or less.

-- Each Command card has a number of restriction icons next to its cost. This is the maximum number of copies of that card a player can have in his deck.

Related Topics: Actions, Affiliation, Control, Status Phase, Terminal Tokens

COMPONENT LIMITATIONS

If players are required to use more components than found in the game, follow these rules:

? Tokens are not limited. If players run out of a token type, they should use a suitable replacement, such as a coin.

? If players are required to roll more dice than those included in the game, they should record the current result, reroll the needed dice, and combine the results. This does not count as a reroll.

? If players run out of a card type, additional cards of that type cannot be drawn or used.

? In a campaign, players are limited to the number of figures included in the game. For example, the Imperial player is limited to six regular and three elite Stormtrooper figures, even if he owns multiple copies of the game.

? In a skirmish, a player can have a maximum of one of each unique Deployment card in his army, two of each elite Deployment card, and four of each regular Deployment card.

Related Topics: Imperial Figures, Elite Figure, Unique

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